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1. It is possible to edit the objects that appears in GP and not in time trial like jumpers ? boxes, etc? Since some of my tracks seem affected by the position of them...

2. Also, why does my battle track 1 is corrupted? I mean in the editor shows fine but when playing it half of the track is garbled with random tiles.(maybe because I added in some tracks more AI boxes than they are supposed to be?)

2. No idea, first time I hear about this. If you send me your ROM, I can have a look. Or better yet: steps to reproduce the problem from a clean ROM.
As far as I know, you should be able to 128 AI elements per track. But you can still try deleting some just to make sure...
You're using Epic Edit 1.6, right? Is your ROM Jap, US or Euro? There were track corruption issues in 1.5, for non-US ROMs, that's the last track corruption bug I've come across.

3. Not yet, maybe later. But you can still easily do it using a hex editor.

2. No idea, first time I hear about this. If you send me your ROM, I can have a look. Or better yet: steps to reproduce the problem from a clean ROM.
As far as I know, you should be able to 128 AI elements per track. But you can still try deleting some just to make sure...
You're using Epic Edit 1.6, right? Is your ROM Jap, US or Euro? There were track corruption issues in 1.5, for non-US ROMs, that's the last track corruption bug I've come across.

3. Not yet, maybe later. But you can still easily do it using a hex editor.

Unfortunately, the corruption ocurred randomly. I dont know what caused it I was makind my tracks normally, as a maximun track containing 76 AI boxes. When I wanted to edit the battle tracks, I tested them out and found half stage wrong. Yes, im using epic edit 1.6. The rom is US.

It's probably the track map itself that the editor can't properly compress. You could confirm this by making a copy of your game, exporting the problematic track map, and importing it on another track. If that other track also appears as corrupt, then bingo. In which case you could send me the track map file so I can have a look.

Posted by StifuIt's probably the track map itself that the editor can't properly compress. You could confirm this by making a copy of your game, exporting the problematic track map, and importing it on another track. If that other track also appears as corrupt, then bingo. In which case you could send me the track map file so I can have a look.

I imported the problematic track onto another slot and it works fine....Is the battle stage 1 slot that corrupts in gameplay no matter what kind of tiles are set up? I import a different track to battle stage 1 and it also appears messed up with random tiles.

The first battle course is slightly different from the others, as it originally as different AI data, and different starting positions (which can't be edited yet through Epic Edit, for the record), but this shouldn't be a problem, and shouldn't cause what you see... Unless there are other differences I'm unaware of.

I take it you didn't modify your ROM manually, and simply used Epic Edit, is that right?
I just tried importing Battle Course 2 then 3 over Battle Course 1, and the track wasn't corrupt, all was fine.

Maybe you didn't start your hack from a clean / valid ROM? Just making sure, as that was the case with Raccoon Sam at the beggining of this thread...

Posted by StifuThe first battle course is slightly different from the others, as it originally as different AI data, and different starting positions (which can't be edited yet through Epic Edit, for the record), but this shouldn't be a problem, and shouldn't cause what you see... Unless there are other differences I'm unaware of.

I take it you didn't modify your ROM manually, and simply used Epic Edit, is that right?
I just tried importing Battle Course 2 then 3 over Battle Course 1, and the track wasn't corrupt, all was fine.

Maybe you didn't start your hack from a clean / valid ROM? Just making sure, as that was the case with Raccoon Sam at the beggining of this thread...

No. I didnt used any hex editor. I guess that may be...I am going to try a new rom that I am sure is clean.

Posted by Gamma1227the only question I'm having is: how to you place item squares on the track? I'm assuming it's the same way you put money?

At the moment, the only way is through the tileset, select and use the 4 tiles that make up an item block (at the bottom of the tileset). Once you've done it once, you hold the right mouse button to select the item block you created, to copy / paste it elsewhere.

In the next version, you'll be able to add item blocks (and other stuff) the same way the original are done: on another layer. The difference it makes, when playing, is whether they show up in Time Trial. If you add them as regular tiles, they will.

Posted by Gamma1227the only question I'm having is: how to you place item squares on the track? I'm assuming it's the same way you put money?

At the moment, the only way is through the tileset, select and use the 4 tiles that make up an item block (at the bottom of the tileset). Once you've done it once, you hold the right mouse button to select the item block you created, to copy / paste it elsewhere.

In the next version, you'll be able to add item blocks (and other stuff) the same way the original are done: on another layer. The difference it makes, when playing, is whether they show up in Time Trial. If you add them as regular tiles, they will.

I wonder...is there is a limit of how many tiles can be put on the layer?
or can be put all 127x127 to replace? Imagine...A different course for the GP and a different course in time trial.

Posted by gridatttackI wonder...is there is a limit of how many tiles can be put on the layer?
or can be put all 127x127 to replace? Imagine...A different course for the GP and a different course in time trial.

I've thought about this, yeah.
The limit is 42 overlay tiles per track (I didn't check whether this limit can be lifted). In the original SMK ROM, the biggest overlay tile pattern is 5x5 tiles (for coins). However, it's possible to create your own overlay tile patterns that would be bigger than that.

The next version of Epic Edit will let you edit overlay tiles, but not create your own patterns. Maybe later.

How can I make the CPU to react to the boost panels? I mean, I have some big jump that I want the CPU to clear it, but sometimes some CPU wont be affected by the boost and some other will. This also changes in different cc. In 50cc all the CPU will make the jump(sometimes) but in 100cc almost no one will make it and in 150cc sometimes will, sometimes not.
So the terrain detection by the CPU has something to do the AI elements are placed?

I take it you already set the AI element speed to the max where needed, right? If so, I'm not sure what else you can do.
By the way, I think the terrain type never affects the CPU speed. I just double checked by adding speed arrows on Mario Circuit 1, and they don't affect the CPU.

Posted by StifuI take it you already set the AI element speed to the max where needed, right? If so, I'm not sure what else you can do.
By the way, I think the terrain type never affects the CPU speed. I just double checked by adding speed arrows on Mario Circuit 1, and they don't affect the CPU.

I will double-check and try to mess around with the AI box position to see if it resolves. But I have a big jump on donut plains 2 and mario circuit 4 and the CPU will always make it, no matter what cc is. The course that is giving me problems is Mario circuit 3.